using UniFramework.Actor;

namespace UniFramework.Skill
{
	public class SkillEffectLogic : LogicActor
	{
		private LogicActor _creator;
		private SKillEffectConfigNode _config;
		private Skill _skill;

		public SkillEffectLogic(Skill skill, LogicActor creator, RenderObject renderObject,
			SKillEffectConfigNode config)
		{
			_skill = skill;
			_creator = creator;
			_config = config;
			base.RenderObject = renderObject;
		}

		public override void OnLogicFrameUpdate(int curFrame)
		{

		}

		public override void OnDie()
		{
			base.OnDie();
			base.RenderObject.OnRelease();
		}

		private void TryEffectFollowLogicObject()
		{

		}
	}
}